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Made in ca
Drop Trooper with Demo Charge



Canada

I'm just coming back to game after a decade away; returning to the Guard, but wanting to use the minatures I didn't use in my guard armies as a kid. (A pure Preatorian Infantry Company and Leman Russ Battle tank company.) Also, all the LGS are sold out of infantry...

So, I present to you: the Konig 355th Armoured Regiment, a titan hunting unit, employing three Shadowswords in accordance with the Tactica Imperialis.


Lord of War Detachment - 1420 Points
7 CP Regimental Doctrines: Gunnery Experts, Jury Rigging

Shadowsword
-HS
(Tank Ace in lieu of warlord, Hull down deployment.)

Shadowsword
(Tank Ace via 1CP Hull down deployment)

Shadowsword
-HS

Patrol Detachment - 580 Points
Regimental Doctrines: Jury Rigged, Lord's Approval

HQ
Primaris Psyker
Company Commander
-Powersword
-Bolt Pistol
Elites
Wyrdvane Psykers
-Squad of 9
Command Squad
1x Lascannon

Troops
Infantry Squad
-Powersword
-Bolt Pistol
-Flamer


Heavy Support
Mortar Squad


Dedicated Transport

Chimera
ML + HF + HS + HKM

Chimera
ML + HF + SB + HKM + DB

Chimera
ML + HF + SB + HKM + DB


The two Shadowswords with Hull Down deployment sit at the back killing titans; screened by the mortars and command squad.
The infantry squad and psykers, with characters, move up the board to try to grab an objective or two for primary support; possibly supported by the remaining Shadowsword.

(The Dozer blades are there mainly for fluff, gotta dig those shadowswords in somehow.)

Thoughts?

Imperial Guard - 1500 GSC - 250  
   
Made in de
Junior Officer with Laspistol






From an efficiency standpoint: As long as you go up against a list mostly consisting of titanic units: sure, why not. But you are reaaaaaly short on obsec bodies. Would I go up against this list I would kill the single Infantry squad to have a relativly easy time winning on objectives.

From a fluffy standpoint: really cool idea and I appreciate the three Chimeras with their Dozer Blades.

One question though: why the Mortar Squad? It seems a bit... odd? Is it just there to fill up points? While they can fire out of line of sight they will likely be gone really fast and 3 Mortars will likely not achieve a lot.

~7510 build and painted
1312 build and painted
1200 
   
Made in gb
Regular Dakkanaut






Love this! So sad that it's not particularly viable given that eradicators exist. That said, have you considered running a Stormlord and loading it up with plasma troops instead of the third shadowsword? Moving up with a long range sniper probably isn't going to work well. You could load the Stormlord up with 4 flamer sponsors and park it on the mid field, no-one is going to want to assault that. XD
   
Made in ca
Drop Trooper with Demo Charge



Canada

I thought about including a Doomhammer in place of that third Shadowsword. (I like the Stormlord's lines, but it has nothing for Titan hunting and feels out of place in the formation.)

The mortar squad is just there cause I already have it built and painted and it gives a touch of anti infantry. And Guard infantry are hard to find here right now.


Imperial Guard - 1500 GSC - 250  
   
Made in gb
Regular Dakkanaut






You could make a narrative that it was damaged during a battle and had to be retrofitted. The magma cannon is like a semi titan hunter kinda. XD
   
Made in us
Longtime Dakkanaut





You have a listbuild error in here -- infantry command squads require a matching officer (either the tank commander or platoon or company commander or someone like straken) to bring. The primaris psyker isn't a valid one -- so your command squad is not permitted without swapping stuff around.

Stormlords TOTALLY are titan hunters. Just cause I own one and its awesomely cool model. I can just imagine those dual vulcans blazing away at an enemy titan and going "its not doing anything, shoot faster!" "Its still coming" "Enemy shields at 100 percent, Sir!" "Stop saying that, shoot more!" "Enemy shields still at ..."

Right now you have 9 wyrdvanes, a huge squad that does not function any better than a 6 wyrdvane squad. Its only 24 points but you need EVERY point if you are running this list.
I bet a little creative paint and model could turn one of these guys rapidly into an astropath, which would be useful in some ways as well (if, however, rather pricey now.)

So swapping to a stormlord gives you 0, but a doomhammer (which is in the fluff an auxilliary anti-titan vehicle) would give you 50.
Drop back 2 of the chimera and you have another 130 or so, keeping only 1 that can be used to dig in the big boys.

180 points. + 24 for cuting the wyrds back to 6.
204 points.

So you can now go multiple ways.

"Buff the titan slayers"
You end up needing to put in an engenseer (35) to be able to repair your big machines each turn. This won't by itself keep them going but .. there is a trick.

Admech repair detachment.
engenseer (same character the gaurd uses) is now a command slot guy 35
5 support troops. I sort of favor a 5 man squad of vangaurd with a pair of plasma culver (65 points).

That's 100 points but it gives you some infantry that has obsec, and is slightly more resilient than basic gaurd soldiers, and, if its near an objective, you can throw a +1 to save on the troop choice (it already has a 4 save) so as to bring it down to a 3+.

Plasma culver are basically range 18 plasma, 2 shots, assault, not shabby, but you could concievably see firing this unit as an anti-deepstriker surprise as well. It won't win, but kill a couple o incoming models is something not too shabby to protect the engenseer and his mecha.

The engenseer can repair 2 times a round, with another admech strategem, allowing a damaged titanic model to regain 2d3 wounds, enough to make it significantly harder to kill or to move it a bracket up. Over several turns, this will likely pay off the entire 100 points of admech you threw in, as one functional baneblade hull that has recieved maybe 14 wounds back is worth way more than a dead one.

The poor admech folk have to just jog along, as it stands, and that's unnecessarily cruel, but 3 titans in one list is really hard in ninth.

So then you have.

3 LOW. (+50 for swapping to a doomhammer)
gaurd patrol (only SIX of the wyrdvanes! +24)
only 1 chimera as you have dropped 2 (+135)
-1 command squad as you can't legally have it (+35)
admech patrol (minimum above) -1oo

You have 149 points left to spend. One option is to give the doomhammer a pair of sponsons with their 2 little lascannon and 12 shots of heavy bolter. Cause when they had to downgrade it from a shadowsword after the damage the boys in repair said "this will give it a chance to damage something" and you are VERY short on damaging anything that isn't a huge model.

So its tight, but you have added the critical "I can fix my tanks" and 5 admech troops is nearly tiwce your current obsec holder value. Since you have 45 points to spend, you can pick up a second 5 man of admech for 45 points (since I think they come 10 to a box, you will have these 2 troop choice obsec squads with one purchase, and the 5 that are just 5 guys can run around holding an objective in the backfield, too. VERY useful for you. Or they can jog along with the engenseer to provide a little extra character protection as he fixes stuff.

I ain't saying this is a perfect suggestion, but it is what I might do.

Another thing you might consider would be to give the skitarii troops 2 of their incredible superlongrange sniper guns instead of the plasma guns. So they don't even try to keep up, just sit on a backfield objective, and try to kill the guy who is buffing all the army your tanks have to run over. One in each 5 man squad is a reasonable way to keep percieved threat down while maximizing survivability of the weapons, and just plink away.





This message was edited 1 time. Last update was at 2021/02/26 01:33:50


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ca
Drop Trooper with Demo Charge



Canada

I like the idea of the Admech detachment for the Enginseer; but that would mean starting the game with just 3 CP, 6 for the LOW detachment, 1 for the tank ace, 2 for the Admech detachment; and I need one per turn to run Psychic Conclave, or those Wyrdvanes are kinda pointless...

I do actually have a company commander in there for the command squad; I just didn't format it super well so he blurs in under the Primaris Psyker.

If I drop the Wrydvanes entirely that would: A. free up that CP every turn. B. Free up an elite slot. C. Give me 72 more points. I just kinda like the idea of this batch of psykers assigned to assist with bringing down traitor god machines. (And my previous armies never made use of any back in 4th, so, want to give em a try.)

The Doomhammer also has transport capacity and a firing deck; and with it subbed in instead of the Shadowswords I'd have 640 points base to play with; and I think I'd do things a fair bit differently; I'd want to take a platoon forward in it; so I'd start off with:

HQ:
Company Commander

Primaris Psyker

Elites:
Enginseer

Command Squad with Lascannon

Troops:
Infantry Squad
With Heavy Bolter + Flamer

Infantry Squad
With Heavy Bolter + Flamer


Which would fill the Doomhammer's transport capacity and give it a few more shots, and it still leaves 340 points left over.

I like the idea of using some of that for an Admech detachment, but that would still leave me starting at just 3CP (albeit, not with one a turn being gobbled up in the psychic phase.) Do you think that's enough? Or would it just be better to squeeze a second enginseer into the Guard detachment and bump it up to a battalion with another squad of infantry? Barebones that only eats another 90 points, so 250; I could still bring a Chimera for that last squad and an Avenger Strike Fighter.

Then everything either A. Is a superheavy. B. Is a character hanging out right behind a superheavy. C, is in a transport, mostly in a superheavy. or D is hard to hit.

Wouldn't leave me any points for sponsons though, or the extra HS on the superheavies.
Or just spend those 340 to bring a pair of sponsons on everything and load out a few more HS and HKM around the Superheavies.

This message was edited 2 times. Last update was at 2021/02/26 03:14:02


Imperial Guard - 1500 GSC - 250  
   
Made in us
Longtime Dakkanaut





Can you get ahold of scions?
Scions have a potential advantage over gaurd in that they have better ballistics -- and you can take the guys who can move and shoot heavy weapons without penalty to load up your 3 squads with 6 hotshotvolleyguns.
The tempestor prime costs 10 more than a company commander -- but for a cp he can take an extra warlord trait like grand strategist, AND he can carry the aquila around, granting him the ability to make a point of cp on almost every battle round. This means you can likely earn back 8 or so per game, after start -- and means you can splurge for those admechies.

tempest prime (-1 cp for extra warlord trait) grand strategist.
psyker primaris (actual warlord, no trait)
5 scions with 2 hotshotvolleyguns and plasma pistol
5 scions with 2 hotshotvolleyguns and plasma pistol
5 scions with 2 hotshotvolleyguns and plasma pistol
3 wyrdvanes.
289 points (351 left)
Note that this is extremely nice synergy with the mechanized infantry theme. They can fire all those specaial weapons out to 24 inches without penalty while moving, or they could actually jump out of the transport to shoot at +1 that turn .. and they START at bs3. Its all ap-2, as well, which means these S4/-2/1 weapons firing 24 shots have real decent odds of killing a few marines -- or a lot of orks.
Its only 3 wyrdvanes but the combo works just as well -- the wyrds cast their spells at +3 which is enough for smite and a 50 percent shot at casting malstrom. The primaris psyekr on the other hand can cast both defense buffs on a big tank at +2, so he needs only roll a 4 on 2d6 to get them to work. Offense + defense ... and cheaper and more compact than you had it with the 9 wyrds original.
Sure, someoen will just kill the wyrdvanes, but they are made of paper anyway, ANY army pointing troop fire at them will kill 9 of them without any more trouble than 3 .. and sometimes you can hide 3 behind something (like, hint, a big tank.) to avoid this.

So you have options. 351 points of them, even!

Avenger strike fighter 165
Admech group 100 (I would go with the snipers in this instance)
engenseer
5 vangaurd with 2 transuranus sniper rifles

86 points remain. What can one buy with 86 points?

A possibility is another vangaurd unit (roudns out the 10 from the box) Give it one of the 2 TUsnipers above.

Now you are up to FIVE small units with objective secured, 3 of which can leap in from orbit and 2 of which have sniper rifles that cover the whole battlefield. The avenger strike fighter is good backup as well, and this whole integrated mess feels like a muhc more toothy and elite army than you started with (10 gaurd and some mortars).

You have adquate psyker power. The entire gaurd contingent fits in the big tank, and the admech contingent. Deep strike? Mobile strike? All possible. Double repair on top of juryrig strategem on top of factional repair? Potentially repairing 10 points of damage (if you roll perfect) in one turn to a baneblade? Priceless!

You may start real low on cp but I bet you generate a lot back quickly -- and because you have a pure scions detachment, the strategem "hammer blow" is available for your airplane, which can cripple the movement of an approaching threat to the big tanks, not too shabby.

You could do the same thing but different, if you don't have scions, by using

Company commander
primaris
10 gaurdsmen with grenade launcher and mortar (cause they ride in tank)
3 wyrdvanes
10 veterans with 3 grenade launcher, mortar l
This gives you a concentration of anti-horde power you were sorely lacking, even out to middle ranges.
3 wyrdvanes
That's 25 gaurd bodies, a patrol, for a mere 269. Its not as flexible in use as the scions, of course, but its not bad comparing firepower against horde infantry out to 24 inches
avenger strike fighter 165

then the repair detachment with
eng 35
vangaurd 5 55 1xTU sniper rifle
vangaurd 5 55 1xTU sniper rifle
vangaurd 5 55 1xTUsniper rifle

That's 3 sniper rifles, enough to make this a real threat to enemy officers, and a fairly solid start to your obsec in the home field side of the board. Its even enough troops to potentially block a first turn alpha strike by rapid marine attackers! m a y b e.

6 points remain to be spent. That's 3 boltguns, one for each sargeant and 1 for the company commander, all of which can join the 7 other special or heavy weapons firing each turn from the deck of the doomhammer.

I think this is a strong alternative to the scions , but I confess the scions (who synergize so well, have better body armor, and such) are probably how I would do this.

I know you don't get sponsoons but this list looks more fun to pay across the board to me, either as scions/admech or as gaurd/admech, 5, or 4, obsec is not too poor.

Note. you could also do a non-pure scoins list like

company commander
primaris
10 gaurd with grenade launcher and mortar
5 scions with 2 grenade launcehrs and plasma pistol
5 scions with2 grenade launchers plasma pistol
3 wyrds ..
289 total.
if you just wanted to pack the tank with all the obsec units you can, and only buy 1 new box of stuff for the scions, and a similar 1 box of stuff for admech.

Then you have points left for vangaurds or rangers in admech, and the flyer.



This message was edited 1 time. Last update was at 2021/02/26 04:36:42


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ca
Drop Trooper with Demo Charge



Canada

That Hammer Blow strategem is really appealing, between it and "Tactical Air Control" the opportunity to bring the stormtroopers out for this would be tempting. (The scions are in stock, but I've yet to see them in a paint scheme I really dig.)

If I did add an Ad Mech group I'd go for Triplex Phall, good colour scheme, and one of the producers of Shadowswords located near Konig, hence they've sent out a contingent to service their products.

The problem that I see with it is that I'm paying 2CP to take a detachment, just so I can use another CP to make another repair; when I could just take more enginseers and save all those CP?

This message was edited 1 time. Last update was at 2021/02/26 04:49:44


Imperial Guard - 1500 GSC - 250  
   
Made in gb
Regular Dakkanaut






I got inspired by all this so I made a list of my own last night. Decided to go with kappic eagles as they can fire heavy weapons after moving. Two units go in the banehammer and the last unit and commander stay on home objective. Roll the banehammer into the mid field with the astropath casting nightshroud and psychic barrier and you have some serious fire power sat in the mid field. And of course if anything tries to charge you burn a CP for overwatch, 8D6 auto flamer hits is going to make most units think twice.


++ Super-Heavy Detachment -6CP (Imperium - Astra Militarum) [93 PL, -7CP, 1,550pts] ++

+ Configuration +

Detachment Command Cost [-6CP]

Regimental Doctrine: Gunnery Experts, Jury-rigged Repairs

+ Stratagems +

Tank Ace [-1CP]

+ Lord of War +

Banehammer [29 PL, 610pts]
. Lascannon & Twin Heavy Flamer Sponson: Twin heavy flamer
. Lascannon & Twin Heavy Flamer Sponson: Twin heavy flamer
. Lascannon & Twin Heavy Flamer Sponson: Twin heavy flamer
. Lascannon & Twin Heavy Flamer Sponson: Twin heavy flamer

Shadowsword [32 PL, 470pts]: Hull-down Deployment

Shadowsword [32 PL, 470pts]: Hull-down Deployment

++ Patrol Detachment 0CP (Imperium - Astra Militarum) [22 PL, 12CP, 450pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Regimental Doctrine: 55th Kappic Eagles

+ HQ +

Tempestor Prime [3 PL, 50pts]: Power sword, Relic: Kurov's Aquila, Tempestus Command Rod, Warlord

+ Troops +

Militarum Tempestus Scions [5 PL, 110pts]
. 5x Scion: 5x Frag & Krak grenades, 5x Hot-shot Lasgun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [5 PL, 110pts]
. 5x Scion: 5x Frag & Krak grenades, 5x Hot-shot Lasgun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [5 PL, 110pts]
. 5x Scion: 5x Frag & Krak grenades, 5x Hot-shot Lasgun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Scion w/ Special Weapon: Hot-shot Volley Gun
. Tempestor: Chainsword, Hot-shot Laspistol

+ Elites +

Astropath [2 PL, 35pts]: Nightshroud, Telepathica Stave

Astropath [2 PL, 35pts]: Psychic Barrier, Telepathica Stave

++ Total: [115 PL, 5CP, 2,000pts] ++

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